• Title/Summary/Keyword: Ubiquitous Media

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Context-Awareness for Ubiquitous Computing System

  • Kang, Dong-Hoon;Ahn, Sang-Chul;Ko, Hee-Dong;Cho, We-Duke;Park, Young-Tack
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2004.11a
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    • pp.158-161
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    • 2004
  • In this paper, we propose a level of contexts such as low level and high level contexts, and its criteria of categorization are the existence of interaction and composite process done by the inference mechanism. When there is no matching high level service for the associated high level context, this context is described as meaningless. If the services cannot be provided with the entities by the system, this situational information is of little consequence. To provide services with the entities, we propose "community computing" architectural concept which provide the high level service to a group of agents in a community, and can be managed by the service scenario

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A Study on electing and dismissing delegate node of blockchain network (블록체인 네트워크의 대표노드 선출 및 해임에 관한 연구)

  • Jung, Pilsu;Chun, Woojik;Oh, Hyeongseok;Yune, Daeil;Kang, Sungwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.641-644
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    • 2019
  • 블록체인은 탈중앙화된 신뢰 기반 분산 데이터베이스로 높은 신뢰성과 보안성을 제공하지만 기존의 블록체인들은 확장성이 떨어진다는 문제를 지닌다. 이 문제를 해결하기 위해 기존의 방법들은 소수의 대표노드들을 선출하여 합의 과정을 간소화 하려 하였다. 그러나 이러한 시도는 대표 노드를 선출하기 위해 지분 기반 투표 방식을 사용하기 때문에 많은 지분을 가진 노드들에게 권한이 집중될 수 있다는 한계를 갖는다. 본 연구는 이러한 한계점을 해결한 대표노드 선출/해임 모델을 소개한다. 제안 방법은 Raft 의 투표 알고리즘을 확장하여 대표노드의 공정한 선출과 대표노드의 부적절한 행위를 예방한다. 제안 방법은 모델 검증을 통해 도달 가능성, 안전성, 활동성이 확인되었다.

The Effects of Ubiquitous Based Learning on the fashion and consumer behavior course (Ubiquitous Based Learning (UBL) 을 이용한 패션과 소비자 행동 수업에 관한 고찰)

  • Lee, Seung-Hee
    • Journal of Fashion Business
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    • v.16 no.2
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    • pp.1-11
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    • 2012
  • The purpose of this study was to examine the effects of UBL (Ubiquitous basedlearning) on fashion and consumer behavior course. Thirty-one undergraduate university students completed a 15-week capstone course in a clothing and textiles department. About sixteen percent students were majoring in liberal arts and sixty-three percent of the participants were majoring in the clothing and textiles. Mainly, the participants were junior and senior undergraduate students. The participants demonstrated positive attitude toward the UBL (Ubiquitous based-learning) on fashion and consumer behavior course. The results showed that seventy-seven percent of the participants have more opportunities to handle multi-media resources using social network and social media. Eighty percent of the participants have been developed of communication skills. Seventy-one percent of the participants were helped to learn foreign language skills. Overall, most of the participants were satisfied that their presentation skill was improved in class and they had willing to recommend the class to other students for the future.

A Research of Active Media Storage Platform (능동형 미디어 스토리지 플로폼 연구)

  • Park Sang-Hyun;Son Jae-Gi;Park Chang-Won
    • 한국정보통신설비학회:학술대회논문집
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    • 2004.08a
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    • pp.132-136
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    • 2004
  • 본 논문은 SDP(Software Define Platform)와 연동하여 홈 네트워킹에 필요한 정보를 저장하고 검색하는 홈 네트워크 저장장치인 능동형 미디어 스토리지 플랫폼 연구에 관해 기술한다. 능동형 미디어 스토리지 플랫폼은 단순한 데이터 저장 뿐만 아니라 SDP가 요구하는 정보를 어플리케이션에 따라 다르게 처리할 수 있다. 또한 멀티미디어 스트림을 로컬 네트워크상에 최적화하여 어플리케이션에 제공한다.

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A Study on Preference of the Consumer for Multimedia Contents Service in Communication and Broadcasting Convergent Environment (통방 융합 환경 멀티미디어 콘텐츠 서비스를 위한 소비자 선호도 연구)

  • Kim Kwang-Yong;Kim Jae-Gon;Han Hyun-Soo;Park Sun-Young
    • Journal of Broadcast Engineering
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    • v.11 no.1 s.30
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    • pp.130-137
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    • 2006
  • In this paper. we introduce technologies that service multimedia contents (in brief, we call it UCA (Ubiquitous Contents Access)) to end consumer that have various communication terminal on communication & broadcasting convergence environment and propose system that this technologies are applied. Also, we analyzed relative advantage and playfulness of service technology that is looked in consumer side about proposed service technology. When analyzed relative advantage and playfulness in consumer's view point, proposed communication & broadcasting convergence service model could see that is worth service that consumer can prefer.

The Design and Implementation of WiMedia Bridge for Scale-free uPAN System (Scale-free uPAN 시스템을 위한 효율적인 WiMedia Bridge의 설계 및 구현)

  • Ahn, Jae-Hoon;Kook, Joong-Jin;Lee, Jang-Yeon;Kwon, Tai-Gil;Hong, Ji-Man
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.5
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    • pp.21-27
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    • 2008
  • Ubiquitous environments make it possible to connect people and objects together seamlessly using networking technology. To realize ubiquitous environments many kinds of devices should follow the exact protocol. To observe protocol and prepare the increasing network traffic are very difficult in the aspects of maintenance, so the new efficient technology is required. Wimedia technology is a prominent ubiquitous technology which can make connection with many devices. This paper propose a energy efficient method for Wimedia bridge implementation which is a part of scale-free uPAN systems. The proposed method can reduce network expenses which is generated by protocol requirements by adding efficient packet encapsulation and bridging technology. It can be proved to be more time and energy efficient by simulations.

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U-Learning: An Interactive Social Learning Model

  • Caytiles, Ronnie D.;Kim, Hye-jin
    • International Journal of Internet, Broadcasting and Communication
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    • v.5 no.1
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    • pp.9-13
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    • 2013
  • This paper presents the concepts of ubiquitous computing technology to construct a ubiquitous learning environment that enables learning to take place anywhere at any time. This ubiquitous learning environment is described as an environment that supports students' learning using digital media in geographically distributed environments. The u-learning model is a web-based e-learning system that could enable learners to acquire knowledge and skills through interaction between them and the ubiquitous learning environment. Students are allowed to be in an environment of their interest. The communication between devices and the embedded computers in the environment allows learner to learn while they are moving, hence, attaching them to their learning environment.

A Study on Scalable Bluetooth Network for Secure Ubiquitous Environment (안전한 유비쿼터스 환경을 위한 확장성 있는 블루투스 네트워크에 관한 연구)

  • Baek, Jang-Mi;Seo, Dae-Hee
    • Journal of Internet Computing and Services
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    • v.9 no.1
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    • pp.159-170
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    • 2008
  • The ubiquitous network revolution is beginning with the onset of digital convergence, whereby computers, horne appliances, and communications and broadcast media are being unified into digital media with the founding of the information super high speed. This technical advancement is creating a new culture and a new space and accelerating society's transition to the new and unique social paradigm of a 'ubiquitous society'. In particular, studies on ubiquitous communications are well underway. Lately, the focus has been on the Bluetooth technology due to its applicability in various environments. Applying Bluetooth connectivity to new environments such as ubiquitous or sensor networks requires finding new ways of using it. Thus, the scalable Bluetooth piconet scheme with independent slave device is proposed. It follows from work by Sea et al. But extended scatternet is not considered is Kiisc05 paper. Therefore, we propose secure bridge connection scheme for scalable Bluetooth scatternet.

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Effective Way of Providing Digital Contents Under Ubiquitous and Changing Media Environment (유비쿼터스와 미디어 환경의 변화에 따른 콘텐츠 수급방안)

  • Lee, Jei-Young;Ryu, Seung-Kwan
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.123-132
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    • 2007
  • This study explored the characteristics of media contents in the past, present and future. Also, it investigated the problems in terms of production of contents and circulation in order to find an effective way of providing contents that can keep pace with ubiquitous environment as well as one source multi use in various platforms and channels. In conclusion, it is viewed easy to expect that content would be the most valuable assets in ubiquitous media environments and the importance of contents will be more growing. Rather than game and enjoyment-related contents, more informative and cultural programs will be more valuable so policy-makers as well as industry need to more cultivate this area. In addition, this study presented the method for copyright protection and suggested that governmental policy fostering independent production should also be followed.